Tal_N

Forum Cartel
  • Posts

    312
  • Joined

  1. Invisible objects are infact mauve in color. Oh and thanks Positron, so am I to understand that now I've done the Couldren mission, the Snaptooth mission (on the villain side) then I'll get my badges when I run my own missions?
  2. This is an odd bug and one I just petitioned. I did the villain mission with my hero for the Pocket D contact. Upon destroying the Couldren I got the mission complete and badge awarded. Upon checking the badge I actually was given the 'Visitor' badge which as you know is for 10 badges. So clearly something is wrong here, how can I get the Visitor badge without being awarded another badge?

    I have looked and there is no system message saying I got any badge other than Visitor nor does a new badge appear on my list.

    Very odd.
  3. Nightwidows are easily one of the worst arachnos bosses to face. Psionic blasts, lethal and toxic damage claws along with the ability to turn invisible along with a very damaging attack. that being said... my corruptors eat them for lunch without any other inspirations than blue pills.
  4. yeah sorry, didn't catch the typo. Was posting from work and trying not to get the supervisor catch me lol

    I still stand by Nerva being the cloest to Paragon City though, thats why Longbow has such alot of strength there and its the furthest island from Grandville. It doesn't make sense for it to be the furthest because that would make Lord Recluse's base of operations very vulnerable.
  5. Image what the crash site looks like, then turn the zone into Atlas park. I'd imagine its alot larger than AP since that zone is very very small and in the future the warwalls don't exist.
  6. In the old zone previous on the CoV it mentioned that Nerva is the closest island to the mainland which is why its such a contested zone. Black Scorpion was said be on the frontline in Nerva holding back Longbow and maintaining control over the zone.

    Sciccoro is clearly in charge of Nerva even though its not openly mentioned, the Giza casino is said to be owned by him although managed by Johnny Sontana. You also find Ice Mistrell in the Giza again showing his connection to the zone.
  7. Black Scorpion controls Nerva and commands the Tarantulas and other mechs.
    Ghostwidow has Mercy and commands the Blood Widows and such.
    Mako control Sharkhead Isle and is in charge of the Crabspider SWAT guys.
    Scirrocco controls Nerva and runs the Mu Mystics.
    Lord Recluse runs everything and has his HQ in Grandville.
  8. I'd bet the new costume options are no doubt the shared costume peices for heroes from the villain side if you own both games and maybe some unique costume parts depending on which villain you ally with. The new base items sound nice, I was wondering what to add besides more decorative rooms lol.

    But SG banners? Whats that I wonder....
  9. Great. I just respec'd into this for the continual bouncing facilities which was great for bosses but now I guess that tactic is out of the window.
  10. Not many of the AoE powers are anything more than Mag 2 at the most. Too powerful else. I'm not aware of anything holding a boss without it being a single target effect.
  11. It would be a first and unlikely to be a glitch with something so specific. Sounds like yet another move towards origin having meaning and purpose.
  12. A true window would be nice, games have had portal technology for years which essentially made a polygon surface appear to act as a viewing portal into a 3D image (otherwise known as a skybox) or into an actual 3D area.
  13. The devs have already confirmed alot of details, things like a storage for salvage, medical feature that take you right back to your mission entrance as well as the eventually addition of an arena terminal in the base.

    But what I want to see is more community aspects added to the base, things which allow for VGs and SGs to run events. SWG added the ability to place props and script NPCs around the planets for player run events and they really were quite useful. I wouldn't suggest allowing people to place props and NPCs around the city but if you combined the base building feature, with a 'danger room' type environment then it would be excellent to allow players to build and script their own missions. The technology for the base can clearly be adapted to craft rudimentary missions since its part and parcel.

    I'd also like to see more functional furniture in the bases. A working clock which keeps in-game time or realtime dependant on a specified timezone to help organise events. A bulliten board which members can access for SG announcements. A set of features which turns the base into the centre of communication for the group rather than relying on external websites. A mass mailing system, a coalition feature that lets you see the roster and whos online for the SGs/VGs you're allied with.

    Some fun and trival stuff would be nice as well. A costume editor that lets you temporarally change costume and keep it while in the base but resets to normal once you leave. This might encourage social events in bases as people can dress up and have themed gatherings without spending thousands of INF on seeing a tailor. Maybe also allow lowbies to have temporary auras as a perk and a gimpse into what they'd look like when they get to level 30. Lets have a few 'games' which allow you to gamble INF, if you win it gives you a payout of INF but if you lose the bet is converted to prestige at the usual 500:1 ratio. So essentially its a fun way to gamble and no one actually loses. There's various things you can do for fun games, roulette, 21 (otherwise known as blackjack) or even games of skill. Multiplayer features and observer modes would be nice as well.

    I think some enhancements to the base building themselves would be nice. At present the trims around the edges of the base HAVE to be selected, it would be nice to have an option of trimless or trimmed. Furthermore the trimes do not extend into doorways which creates an ugly disjointed look to the bases, it would be nice to either have a 'gate' design on the edges of the doorway which ties seamlessly into the trims within the room or have the trimes go through the doorway to the next room. It would also be nice to be able to place decoration on the walls of the doorway as they do look rather bland. Some of the items of furniture have very odd placement restrictions. The Clerks Desk simply will not allow a chair to be placed in front of it at all within a reasonable distance. Yet you can place it right next to the desk if its on the side so it seems like the collision detectection box (or whatever the terminology the devs use) is too large. It might be a little much but currently the rooms require a 1 square space between them, it would be nice to have the minimum gap changed to 1/2 of a squre as it would significantly improve the amount of space in the rooms without creating any issues with rooms overlapping or being too close.
  14. [ QUOTE ]
    I've seen a lot of posts from you about how you want us to play the game.

    You really, really, want to think carefully about forcing the players to your vision.

    [/ QUOTE ]

    Lets clear something up here. Statesman is not trying to make players play the game how he wants. He's making the game into what HE wants and players have the option to take it or leave it, its been like that since launch. If you read the PCGamer UK interview several months ago you'd realise that Jack Emmett is infact very very unimpressed with the games industry in general.

    No innovation, no attempt to break the mould and whats more is that alot of these development teams are making sub-standard games because they aren't enjoying or have a passion for their work. Why don't they have a passion? Because they're not making the games that they themselves want to see.

    Passion for your work is what drives you. It means you strive for excellence not because you're paid by the hour but because YOU WANT something polished because YOU want it. Jack is making the game as he wants it to be, he likes risk vs reward. He doesn't like games which let you powerlevel through the content.

    Ultimately the game is better because of it, the fact that CoX is in the top 3 best MMOs on the market shows that his way of doing things works. Whats more he's not making any kind of mistake because his vision of the game has no changed for the past 12 months and more. If CoX was going to fail, it would have done so by now.
  15. Tal_N

    About -Res....

    Resistance is a percentage of damage removed from the actual damage the attack would actually cause. So in your example the 100 poiunts of damage would change from 10 points (without -res) to 40. If someone has no resistance then yes it behaves like a damage multiplier. So a 30% debuff, becomes a 30% multiplier of the base damage.
  16. [ QUOTE ]
    You know what would be awesome? An actual hero team like the X-men or the JLA, but with the minions provided by a Hero with illusion or self-cloning powers ala the Multiple Man.

    [/ QUOTE ]

    Speaking of which, it would be excellent to see a Mastermind set which you create duplicates of yourself with a weaker set of powers but an exact copy of the costume you're wearing at the time.
  17. I always believe in putting my money where my mouth is, and frankly as well I've seen enough tech bases or gothic temples. So in the words of money python...

    ..AND NOW FOR SOMETHING COMPLETELY DIFFERENT..

    Firstly I'll show you an overall view of the base, there its technically an slightly off centre meeting room with adjacent functional rooms. The main portal room is a little sparten and thats purely intentional as there is mainly alof of junk on the floor and walls. I did consider pillars but then it wouldn't feel like a converted sewer.

    The workshop was the first function room added. From the start I had an idea for it to be on a raised platform however it seems that steps cannot be added without removing the nice trim plus they're not solid anyway. There is still space for an expert work table to be added near the powercables on the rear wall.

    This is a good example of the sewer/mystic theme intergrating nicely together. Its a tough balance to get but works pretty well if done in the right quantities.

    The workshop looks through to two function rooms along this side of the base. I would have liked to add a chainlink fence with various power and hazard signs on it to section off the workshop from the generator room however its not possible. Essentially I wanted the depth of view but the suggestion of a barrier, the two pillars were the next best option. There is space for a tech workshop to be added behind the generator itself and ensure that the theme is kept independant. The control room beyond is very small, little more than a corridor with a fixture or two. Eventually I want to expand it into a liberary for the mystic arts.

    Central to the theme of the base is a style designed to feel enclosed, almost clostophobic. This is supposed to be a sewer so I try and ensure that the roof is always low and add small areas of highet to suggest there is more above us leading to the surface. This is the main meeting room which is used for gatherings prior to our weekly planned events. Tables with chairs, some beds to the side and a warm campfire are intended to suggest a place for the villains to relax. The fire is also situated as a pedastal for me to address my minions, they sit or stand by the tables on the lower grond with me elevated and seen on the otherside of the flames. Its not so much a throne as a place which is intended to signifies my characters position in the group. Elevated above and untouchable beyond the flames. The usual superior attitude of an Eidolon from the Vahzilok, made to be the pinnicle of human design. Here is the central room from another angle.

    The muddy green light seen throughout the base is important to to the design, without it the base looks more like a mystical tomb. My only regret is that despite being a sewer we cannot have the running water or lakes of sewage seen in the sewer missions of the game. Maybe in time...

    The telepad chamber is our most recent and final addition without a larger lot size. Overall this is the most mystical room in the base and with good reason due to its nature. In time the teleporter room will become of the major components of the base and probably only second to the grand undercity hall I have planned later.

    I put alot thought into where a room, especially if it has different lighting than any rooms it, can be seen from. In the picture of the hall I'm sure when you looked around your eyes were drawn to the bright pink glow in the distance. Such features are what in my mind define artwork from simply making a base. The same way a speck of brillient white makes someones eye look more alive I feel that a slight dash of color that is different to everything else gives life to a room. But only if done just the right way. I'm quite happy with the telepad being concealed in a distant corner.

    I know some people will think that the base is hidious, cluttered and disjointed. In some way its intentional, I'm aiming to make it seem unorganised. Like The Exiles just came in and started retrofitting a normal sewer with the equipment they need. Thats the whole point of the VG, a group of misfits just staying together because no one else will take them in. Forced to live underground and do the best they can. In time though the base will grow into a wonderful Undercity with a theme of it own and long winding tunnels connecting rooms and make Orenbega seem like a cakewalk.

    Devs, I think we'll need signposts by the time I'm done with The Exiles base lol
  18. Not too keen on the very spookily formlumatic nature of the Paranormal Inc base, it looks a little too clinical to be honest. But in the end I guess it depends on the style you intend to have for the base. I mean hell, The Exiles live in a sewer which is outfitted with mystical aspects creating a weird cross between the Vahzilok and the Circle of Thorns. It looks quite consistant infact rather than clashing like you'd expect.

    The DOLLS base needs alot of work, its all squares with little attempt to create depth of field or even anything but a garishly eyebleeding colour scheme. I see far too many bases where people settled for a square room and didn't make good use of trying to make walls to add interest to an open expanse.

    The Circle of Shadows entrance is nicely done, the mix of dark and light gives it alot of atmosphere but it doesn't show the base from all sides so its hard to tell how well it works in practice.

    The Team Evil base is a nice mix of contemporary and tech, I do like it since it feels alot like a mansion of sorts and its got excellent use of depth and colours. But again, square rooms on a flat surface.... ick. Try and add some shape and variety, even if the floor is raised in part helps to make it look less bland.

    I'll post some Exile base pics tonight. Its onyl small so far but the VG love the feel of it.
  19. Thats nothing compared to the unlockable Port Oakes contact. One that gives missions that cap at level 12 but in order to get them you need to trap ghosts which are level 12 themselves and worse still when enough go into the traps it spawns around eight level 15s with bosses.

    Utterly pointless.
  20. I have to agree, its hard to go into details with such a small bug report. I think that if the devs want anything other than vague bug reports then they shouldn't place such a harsh limitation on the amount of text. Thanks though Zeb I'll file a bug report tonight from inside the base.
  21. So would you like it logged at any time or only in the base? Is there any relevant information included with the bug report which relies on where I am I mean?

    Doesn't the bug report I fill out when it crashes on me include all the information you need?
  22. I think I've narrowed it down. Any rooms that were created prior to the recent patch have this issue, any created after are fine. If I move anything inside rooms which existed prior to the 11.29.05 patch then it places the item and crashes me to the desktop.

    If I then go back into the game it checks the files (this is what really annoys me since it takes aroundf 5 mins) and then I check the base the item has been moved and placed at the last thing I saw on the screen as it froze.
  23. This only seems to happen within rooms that existed prior to the current patch, in a recent room I added I can move things fine. But if I move anything within an older room it crashes me to the desktop and asks me to input any details in the crashing log window.

    Anyone else having this issue?
  24. But what if you are crafting things which either are content or unlock new comtent? Then you have the best of both worlds.